• Maya

Adding foot banking

Create and configure a condition node that allows the foot to rock and bank.


00:03

All we essentially need to do is tell these groups to

00:06

start rotating depending on where the foot bank attribute is.

00:11

If it's a positive number bank, one way,

00:13

if it's negative bank, the opposite way.

00:16

So we can use a condition node again to set this up,

00:19

bring the two bank groups into the node editor

00:23

and the foot I care control,

00:26

create a new condition node

00:28

and call it foot left bank condition.

00:32

Let's open this.

00:35

We know we want the foot bank attribute to be the main driver.

00:39

So connect that to first term,

00:42

let's move to the attribute editor now

00:45

change operation to greater than.

00:48

So we can check when the first term value goes above the second term.

00:52

So this way we can check if it's a positive number,

00:55

if it is, we can use color if true are here.

00:59

So let's connect foot bank to that

01:02

and set color if fault R to zero.

01:06

So this group doesn't move if the first term is less than zero,

01:10

what we can do is set up the opposite action on the next column here.

01:15

So if first term is less than zero,

01:17

we can use the color if false G value here instead

01:21

to drive the other group,

01:23

connect foot roll to color a false G

01:26

and this time leave color if true G set to zero.

01:31

OK, let's check what axis we are using

01:36

looks like Z.

01:38

So connect out color R

01:40

to the outer bank groups rotate Z attribute

01:44

and out color G goes to the inner banks, rotate Z attribute.

01:50

I may have these the wrong way round. So let's check.

01:54

Ah yes, just as I thought,

01:57

ok, let's just swap these over.

02:01

That's better.

02:02

We now have a foot which will rock and bank

02:06

plus roll forwards and back onto its heel.

02:11

Now,

02:12

what I usually like to do is have another

02:14

control in front here controlling these two options,

02:18

which is more interactive for the animator

02:20

with this.

02:21

It's the translation values that drive those first term attributes

02:25

rather than the foot roll and foot bank attributes.

02:30

So look, we can also move and pose the foot

02:34

and the controls still work

02:36

and stay relative to the foot, controls, position and orientation.

Video transcript

00:03

All we essentially need to do is tell these groups to

00:06

start rotating depending on where the foot bank attribute is.

00:11

If it's a positive number bank, one way,

00:13

if it's negative bank, the opposite way.

00:16

So we can use a condition node again to set this up,

00:19

bring the two bank groups into the node editor

00:23

and the foot I care control,

00:26

create a new condition node

00:28

and call it foot left bank condition.

00:32

Let's open this.

00:35

We know we want the foot bank attribute to be the main driver.

00:39

So connect that to first term,

00:42

let's move to the attribute editor now

00:45

change operation to greater than.

00:48

So we can check when the first term value goes above the second term.

00:52

So this way we can check if it's a positive number,

00:55

if it is, we can use color if true are here.

00:59

So let's connect foot bank to that

01:02

and set color if fault R to zero.

01:06

So this group doesn't move if the first term is less than zero,

01:10

what we can do is set up the opposite action on the next column here.

01:15

So if first term is less than zero,

01:17

we can use the color if false G value here instead

01:21

to drive the other group,

01:23

connect foot roll to color a false G

01:26

and this time leave color if true G set to zero.

01:31

OK, let's check what axis we are using

01:36

looks like Z.

01:38

So connect out color R

01:40

to the outer bank groups rotate Z attribute

01:44

and out color G goes to the inner banks, rotate Z attribute.

01:50

I may have these the wrong way round. So let's check.

01:54

Ah yes, just as I thought,

01:57

ok, let's just swap these over.

02:01

That's better.

02:02

We now have a foot which will rock and bank

02:06

plus roll forwards and back onto its heel.

02:11

Now,

02:12

what I usually like to do is have another

02:14

control in front here controlling these two options,

02:18

which is more interactive for the animator

02:20

with this.

02:21

It's the translation values that drive those first term attributes

02:25

rather than the foot roll and foot bank attributes.

02:30

So look, we can also move and pose the foot

02:34

and the controls still work

02:36

and stay relative to the foot, controls, position and orientation.

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